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Table of Contents
11. MAGIC
TWO TYPES OF MAGIC
There are two types of Magic in FANTASY WARLORD. Arcane Magic which is practised by Magic-users and those Priests blessed with the attribute 'Wisdom' and Divine Magic which is used solely by Priests and Warrior Priests.
Arcane Magic involves the manipulation of the unseen etheric energy that lies behind the creation, to achieve dramatic results in the physical world. Thus a fireball is energy drawn out of the-ether and made manifest in the everyday world, with devastating results. To do this, Arcane Magic requires an individual who through natural ability and long practice has learned how to sense, access, shape and direct the etheric energy. In FANTASY WARLORD, only Magic-users, Rune Smiths and some Priests possess the ability to create and control arcane magical forces. Divine Magic takes the form of miracles, wonders or curses and is used by Priests and Warrior Priests. Divine magic also uses the etheric energy that flows unseen through the creation, but in the case of Divine Magic that energy is accessed and controlled through the gods, and the priest merely acts as a channel through which the gods can direct the energy into the physical world. Thus Divine Magic is safer than Arcane Magic, but it is more limited in use.
RUNE SMITHS
Rune Smiths do not feature as characters in FANTASY WARLORD because they are rarely encountered on the battlefield. Most Rune Smiths are of the elf or dwarf races, though a few humans have achieved this status — but only after long practice and help from the dwarfs. The Rune Smiths forge all magical weapons, armour and artifacts that can be used by any character. So while they may not be physically present on the battlefield, their power and craft is felt far afield from their secret forges.
RUNE STONES, SHRINES AND GATEWAYS
The worlds of the multiverse are criss-crossed by ley lines of magical power. Where these lines cross, the ancients raised rune stones or sometimes gateways. More recently various religious sects have started to raise shrines on some crossing points. Rune Stones are solitary standing stones, carved with runes or magical patterns, that help to harness magical energy. As a result if a Magic-user casts a spell within 30 cm of such a stone, he will benefit from its power, and increase his chance of succeeding (see the Magic Modifiers on the Magic Sheet). Shrines have a similar effect but only on divine magic.
Gateways take many forms and may appear as stone circles, henges (a circle surrounded by a bank and ditch), pyramids or great trilithons. They act like Rune Stones for the purposes of casting Arcane or Divine Magic. In addition, gateways provide links between the worlds through which characters, soldiers and creatures can move, if they possess the right rune magic. Gateways and Rune Stones will be explained in more detail in future FANTASY WARLORD supplements.
ARCANE MAGIC
Arcane magic spells can only be cast by Magic- users, those exceptional Priests blessed with the attribute Wisdom and the sylphs, angels, archangels, imps, demons and archdemons of the powers. Other characters can only access arcane powers through the possession and use of magical artifacts. These artifacts and the special rules that relate to them are covered in Chapter 2: Creating an Army.
Magic-users and Priests who use Arcane Magic are extremely powerful and capable of altering the course of a battle, if they cast their spells effectively. But because the energy involved in Arcane Magic is so powerful, it is difficult to control and as a result, dangerous to use. Whenever a spell is cast, there is a risk it may backfire on the user! Arcane magic in FANTASY WARLORD is a two-edged sword.
SELECTING SPELLS
Magic-users and Priests with the attribute Wisdom, must pick their spells and record them before a battle commences or any troops are placed on the table. They are allowed to pick fresh spells before each game, because the FANTASY WARLORD rules presume they would only learn those spells that actually had some potential application to the circumstances their side is confronted with. The number of spells Magic-users or wise Priests can have, depends on how much Spell Energy they possess and which spells they choose.
COST OF SPELLS
Each spell has an energy cost, which represents the amount of energy a Magic-user must spend to cast the spell. When selecting spells for a Magic-user, the total energy cost of the spells selected must never exceed the Spell Energy Level of the character. Each spell selected is recorded on a piece of paper under the relevant Magic-user's name. The same spell can be picked more than once. Thus a Magic- user could have six Fireball spells. Each spell on the Magic-user's list can only be used once and as it is cast or miscast is crossed off the list.
The allegiance of a character may bar him from selecting certain spells. A follower of the Light cannot select any spells from the Dark Magic Spell List. A follower of the Dark cannot select any spells from the Light Magic Spell List. A follower of the Equilibrium can select spells from any list but the number of Dark or Light spells selected must never exceed the total number of Equilibrium spells selected. Both Light and Dark Magic-users may select spells from the Equilibrium Magic Spell List.
HOW TO CAST SPELLS
Spells can be cast in any phase of a game turn. To cast a spell the player controlling the Magic-user simply states: “I wish to cast a spell”. At that point the normal action of the turn is suspended, until the spell has been cast and its result determined.
A Magic-user may only cast one spell per game turn. A Magic-user cannot cast a spell while he is in base-to-base contact with the enemy or while a unit he is directly leading is in base-to-base contact with the enemy — as he needs to concentrate without distraction for the spell to work.
If two Magic-users cast spells at the same time on each other, or on the same third party, object or locality — they will automatically fail. The spells must be crossed off and cannot be used again. Worse, the magic rebounds on the caster and each Magic- user must roll on the Failed Magic Table (found on the Magic Sheet) to discover what happens to him!
Spells vary in complexity according to how powerful they are. Every spell has a 'Casting Success'. The lower this percentage is the harder the spell is to cast. Thus a spell with a 40% Casting Success is harder to cast than one which enjoys a 75% chance.
To cast a spell the controlling player must follow the following procedure:
- The player states which character is casting the spell, what the spell is and the target if any.
- The player rolls one D100. He then adds or subtracts any applicable modifiers listed on the Magic Sheet to the score rolled.
- The final score is compared to the Casting Success of the named spell. If the result is equal to or under the Casting Success, then the magic-user has successfully cast his spell and its effect is immediately carried out. If the final percentage is greater than the Casting Success of the spell, then the caster has failed to cast it.
- If the caster fails to cast a spell successfully, he must roll on the Failed Magic Table to discover what happens.
- Any unit that has been successfully attacked by magic, unless it consists of elves, must take a Morale Test immediately after the attack.
RISKS OF FAILURE
When a Magic-user or wise Priest attempts to use the etheric energy through the powers of Arcane magic, he is taking a risk. If his concentration is broken or he makes a mistake in the incantation, the energy summoned may enter the physical world without form or control. When such an event occurs anything can happen! If a Magic-user fails to cast a spell, he must immediately roll on the Failed Magic Table to discover what has happened to the energy. The Failed Magic Table can be found on the Magic Sheet.
DIVINE MAGIC
Divine Magic can only be used by Priests and Warrior Priests, who for convenience will from hereon be called priests. Divine Magic is less flexible but more powerful than Arcane Magic. Like Arcane Magic, it deals with the invisible etheric forces that fuel creation. The difference is that while Arcane Magic is accessed and controlled by the Magic-user, Divine Magic is controlled by the gods and may only be used by appealing for their help.
The Divine Spells of Light are called miracles, those of the Equilibrium are known as wonders and those of the Dark are named curses. Access to the Divine Spells is controlled by the gods. Priests are granted access to a set number of spells. The higher the level they attain, the more Divine Spells the gods grant them.
Divine Spells do not always work. This is because Divine Magic is subject to the co-operation of the gods, and the gods can be fickle. If the gods are busy, disinterested or displeased, a priest's appeal will fail. If they are angry, the priest's life may be endangered!
To cast a Divine Spell, a priest must appeal to his gods. The chance of his appeal being heard and accepted is directly dependent on the priest's level and allegiance. Should a priest's appeal fail, he must roll on the Failed Appeal Table, and what happens next is in the hands of the gods.
SELECTING DIVINE SPELLS
Priests select Divine Spells from the lists below and record them before a battle commences. They are allowed to pick new Divine spells before each game, as it is presumed they possess the sense to appeal to the gods for those spells which have the most relevance to their circumstances.
The number of Divine Spells each Priest may have depends on his level and attributes (see Chapter 2: Creating an Army). A Priest may only select the number of Divine Spells he has been granted. Thus a Major Priest who is devout, may only select four Divine Spells (three for his level and an extra one because he is devout).
Each miracle selected is recorded on a piece of paper under the relevant Priest's name. The same Divine Spell can be picked more than once. Thus a Major Priest could have two Prayers for Bravery. Each Divine spell on the Priest's list can only be used once and as it is used it is crossed off his list. The alignment of a character may bar him from selecting certain Divine Spells. A follower of the Light, cannot select any curses, but is free to select miracles or wonders. Likewise a follower of the Dark cannot select any miracles, but is free to select curses or wonders. A follower of the Equilibrium is free to select any type of Divine Spell, but the number of miracles and curses selected, must never exceed the number of wonders selected.
HOW TO USE DIVINE SPELLS
Each Priest may only appeal for one Divine spell per game turn. A Priest may not appeal while he is in base-to-base contact with the enemy (except for the Hand of Death). But he is free to appeal at any other time.
Divine spells can be used in any phase of a game turn. To use one the player controlling the Priest simply states: “I appeal to the gods”. At that point the normal action of the phase is suspended, while the Priest assesses the result of his appeal and effects any result.
Should two Priests cast spells simultaneously on each other, or on the same third party, object or locality — they will automatically fail. The spells must be crossed off and cannot be used again. Worse, the magic rebounds on the caster and each Priest must roll on the Failed Appeal Table (found on the Magic Sheet) to discover what happens to him! The higher a Priest's status, the better his chance of appealing to the gods. But some Divine spells ask more of the gods than others, and have a modifier which will affect the Priest's chances. These modifiers are listed under each spell.
When a Priest appeals, he must roll one D100 to assess if the gods heed his call, adding or subtracting any modifiers to his score listed on the Magic Sheet. To succeed in the appeal, he must roll under his Call Heeded percentage. The chances of this are listed below:
Character Status | Call Heeded |
---|---|
Minor Warrior Priest | 75% |
Minor Priest | 80% |
Major Warrior Priest | 80% |
Major Priest | 85% |
Master Warrior Priest | 85% |
Master Priest | 90% |